Heavy tank changes
- Good changes overall, testing would have to show if the timing delays are enough to make heavies less prominent. Reducing the AoE would be the logical next thing to look at. Especially the Tiger and Pershing just delete squads too quickly with their large splash damage and fast reload.
- IS2 armor nerf was kinda necessary. I thought it was just me having trouble against the IS2 at first, but WCS also showed its armor to be a bit too decisive. In the lategame it's mostly the armor above 200 that matters and the IS2 has allot of it.
- Testing should show if a (smaller) timing delay is necessary for the Crocodile. Don’t think it is, because its AT performance obviously lacks behind that of other heavies.
- Recharge timer should also be applied to the Valentine.
UKF changes
- Good changes for Sections. They become less punishing to use while performance in ideal situations remains the same. 0,9 RA out of cover made Sections especially vulnerable when retreating from chasing vehicles or when repositioning.
- Smoke Barrage could be an issue for Ostheer's MG play when combined with the massive Pyro sight and the new Assault Officer with elite Stens and "On Me!" I really feel the extra Pyro sight should be removed as has been suggested by others.
- Assault Infantry Sections are basically Assault Engineers now. Starting with 5 men is an interesting change. Might see build orders emerging that are similar to Assault Grenadiers into 250 into fast Ostwind, considering Bolster is not really necessary with Lend Lease now. Such a build sounds interesting on paper, considering UKF has an affordable tech route towards the Centaur/Cromwell, so I wonder how it would play out in-game.
- I love the addition of an Assault Officer to UKF. This sounds like just what they need to make them less static and provide a different playstyle without requiring a doctrine.
- 390 manpower for Commando’s + recruiting/reinforcing sounds reasonable. I also liked the idea of going a different route with the HQ glider to further distinguish the doctrine from Commando doctrine.
Soviet changes
- Improved individual performance, cheaper reinforcement cost and higher survivability just made 7 men Conscripts too efficient, even for a late upgrade. Reload reduction was the least significant bonus, so I’m interested in seeing their new performance after its removal.
- Change to Airborne Guards seem good, never seen anyone pick PPSH’s with them. Will be scary to see +50% the dps of Shocks on a retreat path. Ideally, Airborne Guards should be redesigned to be more of a specialist unit, like Vipper suggested. They do suffer from identity crisis. I’d especially like to see the option of elite Zooks for them, which would also the rocket strafe to be toned down a bit.
USF changes
- Rather see the Airdropped Combat Group changed to not include the cancerous Pak Howi and just drop an Airborne squad with either some weapon or munition crates.
OKW changes
- Don’t know if a fuel reduction for the Jagdtiger is enough. I know Orangepest made the JT worth it by letting it snipe infantry when not engaging tanks, which is not possible anymore since the AoE reduction (except if you’re spamming the barrage ability). If its AoE got restored it could be slightly better substitute to powerful generalists like the Tiger and King Tiger.
- The IRHT doesn’t seem worth it on paper. I back the suggestion of this unit gaining shared veterancy with low requirements to reward actively using it as support on the frontlines. Veterancy bonusses could include vision and detection range increases for example. Giving it some ability to “mark” enemy units to increase their target size and/or apply tracking effect could also be an option.
Ostheer changes
- Subtle but solid changes. The reinforcement cost reduction of Grenadiers will help with managing bleed. I feel like I often have to retreat from winnable engagements with Grenadiers because the manpower trade would be in favor of the Allies. It’s also common to struggle for manpower in base because you have to get out a Pak or 222 to prepare for a light vehicle or retake ground while your Grenadiers are waiting for reinforcements at base.
- The Brummbar lost one of its three weaknesses. It will now likely be durable enough again to face AT guns head-on once it reaches vet 2. Honestly the Ostwind should be toned down a bit and priced to 90 fuel to separate the two vehicles further.
The tech changes will help to make T4 a solid option again once heavies aren’t as prolific anymore, but it has the side effect of further undermining the teching position of the Puma and Stug E. I suggest changing those units accordingly.
The BP2 requirement simply doesn’t fit the Puma and a simple way to fix this would be as follows:
- Panzer Tactician changed to Stuka Smoke Drop in Mobile Defense
- Puma turned into a 5 CP call-in
This reduces the synergy between the FHT and Puma and the doctrine doesn’t have the CP4 follow-up like in the old days. If the Puma still proves too potent, it could have its smoke pots removed and/or be limited to 1 like the Valentine.
Meanwhile the Stug E could do with some changes to justify its teching cost:
- The option to upgrade a pintle
- The ability to fire a smoke barrage like the Scott
Currently the Stug E is good as a cheap meatshield and distraction, but it’s performance against both infantry and vehicles is subpar. A pintle would stop it from getting bullied by infantry which easily avoid its slow projectile. Smoke would give it role besides slowly bleeding the enemy, it would allow blanking out AT guns so your other tanks can attack and help infantry against MG’s.